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CHARACTER NAME
Human
RACE
Soldier
BACKGROUND
Chaotic Neutral
ALIGNMENT
1000 xp
EXPERIENCE POINTS
Barbarian
1
Path of Placeholder
+2
PROFICIENCY
10
PASSIVE
PERCEPTION
INSPIRATION
10
PASSIVE
INSIGHT
STRENGTH
0
10
DEXTERITY
0
10
CONSTITUTION
0
10
INTELLIGENCE
0
10
WISDOM
0
10
CHARISMA
0
10
+2
SAVING THROWS
0
ATHLETICS
0
SAVING THROWS
0
ACROBATICS
0
SLEIGHT OF HAND
0
STEALTH
+2
SAVING THROWS
0
SAVING THROWS
0
ARCANA
0
HISTORY
0
INVESTIGATION
0
NATURE
0
RELIGION
0
SAVING THROWS
0
ANIMAL HANDLING
0
INSIGHT
0
MEDICINE
0
PERCEPTION
0
SURVIVAL
0
SAVING THROWS
0
DECEPTION
0
INTIMIDATION
0
PERFORMANCE
0
PERSUASION
RACIAL TRAITS
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PROFICIENCIES
LIGHT
ARMOUR
MEDIUM
ARMOUR
HEAVY
ARMOUR
SIMPLE
WEAPONS
MARTIAL
WEAPONS
SHIELDS
LANGUAGES
Common
TOOLS & OTHER PROFICIENCIES
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AC
10
+2
INITIATIVE
+0
SPEED
30 ft
Hit Point
Maximum
12
12
Temporary
Hit Points
0
HIT DICE
Used
0
Total
1
d12
DEATH SAVES
SUCCESSES
FAILURES
NAME
ATK BONUS
DAMAGE/TYPE
RAGE
Used
Total
0
2
+2
DAMAGE
BRUTAL CRITICAL
0
ADDITIONAL COMBAT FEATURES
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RAGE
LEVEL
1
You can enter a rage as a bonus action. While raging, you gain
the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a
bonus to the damage equal to your Rage Damage.
• You have resistance to bludgeoning, piercing, and slashing damage.
You can’t cast spells or concentrate on them while raging. Your rage
lasts for 1 minute. It ends early if you are knocked unconscious or if your
turn ends and you haven’t attacked a hostile creature or taken damage
since your last turn. You can also end your rage on your turn as a bonus
action.
UNARMOURED DEFENCE
Your Armour Class equals 10 + your Dexterity modifier + your Constitution
modifier when you are not wearing armour. You can still use a shield.
LEVEL
1
RECKLESS ATTACK
LEVEL
2
When you make your first attack on your turn, you can decide
to attack recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls against
you have advantage until your next turn.
DANGER SENSE
LEVEL
2
You have advantage on Dexterity saving throws against effects
that you can see, such as traps and spells. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.
PRIMAL PATHFEATURE
LEVEL
3
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EXTRA ATTACK
LEVEL
5
You can attack twice, instead of once, whenever you take the Attack action on your
turn.
FAST MOVEMENT
LEVEL
5
Your speed increases by 10 feet while you aren’t wearing
heavy armor.
PRIMAL PATH FEATURE
LEVEL
6
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FERAL INSTINCTS
LEVEL
7
You have advantage on initiative rolls. If you are surprised but aren’t
incapacitated you can act normally on your turn, but only if you enter a rage
before doing anything else.
BRUTAL CRITICAL
LEVEL
9
You roll one additional weapon damage die when determining the extra damage for a
critical hit with a melee attack. You roll two additional dice at 13th level and three at 17th
level.
PRIMAL PATH FEATURE
LEVEL
10
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RELENTLESS RAGE
LEVEL
11
If you drop to 0 hit points while you’re raging and don’t die outright, you can
make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point
instead.
Each time you use this feature after the first, the DC increases by 5. When you
finish a short or long rest, the DC resets to 10.
PRIMAL PATH FEATURE
LEVEL
14
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PERSISTENT RAGE
LEVEL
15
Your rage is so fierce that it ends early only if you fall uncon-
scious or if you choose to end it.
INDOMITABLE MIGHT
LEVEL
18
If your total for a Strength check is less than your Strength
score, you can use that score in place of the total.
PRIMAL CHAMPION
LEVEL
20
Your Strength and Constitution scores increase by 4. Your
maximum for those scores is now 24.